laser and pulse combined, heal effect difficulty balance, custom mode bug fix
This commit is contained in:
661
js/bullets.js
661
js/bullets.js
@@ -1679,21 +1679,16 @@ const b = {
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},
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{
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name: "laser", //14
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description: "emit a beam of collimated coherent <strong>light</strong><br>drains <strong class='color-f'>energy</strong> instead of ammunition",
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description: "drain <strong class='color-f'>energy</strong> to emit a beam of coherent <strong>light</strong><br>when crouched, initiate a fusion <strong class='color-e'>explosion</strong>",
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ammo: 0,
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ammoPack: Infinity,
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have: false,
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isStarterGun: true,
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fire() {
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const FIELD_DRAIN = 0.002 //laser drains energy as well as bullets
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const damage = 0.05
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if (mech.fieldMeter < FIELD_DRAIN) {
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mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
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} else {
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mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
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if (mech.crouch) { //crouch fire mode
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//calculate laser collision
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let best;
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const color = "#f00";
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const range = 3000;
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let range = 3000
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const path = [{
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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@@ -1743,54 +1738,153 @@ const b = {
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}
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}
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};
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const checkForCollisions = function () {
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best = {
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x: null,
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y: null,
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dist2: Infinity,
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who: null,
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v1: null,
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v2: null
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};
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vertexCollision(path[path.length - 2], path[path.length - 1], mob);
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vertexCollision(path[path.length - 2], path[path.length - 1], map);
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vertexCollision(path[path.length - 2], path[path.length - 1], body);
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};
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const laserHitMob = function (dmg) {
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if (best.who.alive) {
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dmg *= b.dmgScale * damage;
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best.who.damage(dmg);
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best.who.locatePlayer();
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//draw mob damage circle
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ctx.fillStyle = color;
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ctx.beginPath();
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ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
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ctx.fill();
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}
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};
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const reflection = function () {
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// https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
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const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
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const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
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const nn = Vector.mult(n, 2 * Vector.dot(d, n));
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const r = Vector.normalise(Vector.sub(d, nn));
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path[path.length] = Vector.add(Vector.mult(r, range), path[path.length - 1]);
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//check for collisions
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best = {
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x: null,
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y: null,
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dist2: Infinity,
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who: null,
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v1: null,
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v2: null
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};
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//beam before reflection
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checkForCollisions();
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if (best.dist2 != Infinity) {
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//if hitting something
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vertexCollision(path[0], path[1], mob);
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vertexCollision(path[0], path[1], map);
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vertexCollision(path[0], path[1], body);
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if (best.dist2 != Infinity) { //if hitting something
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path[path.length - 1] = {
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x: best.x,
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y: best.y
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};
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laserHitMob(1);
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}
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//1st reflection beam
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reflection();
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//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
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let who = best.who;
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//use energy to explode
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const energy = mech.fieldMeter * 0.25
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mech.fieldMeter -= energy
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if (best.who) b.explosion(path[1], 1200 * energy)
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mech.fireCDcycle = mech.cycle + Math.floor(65 * b.modFireRate); // cool down
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//draw laser beam
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ctx.beginPath();
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ctx.moveTo(path[0].x, path[0].y);
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ctx.lineTo(path[1].x, path[1].y);
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ctx.strokeStyle = "rgba(255,0,0,0.13)"
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ctx.lineWidth = 60 * energy / 0.2
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ctx.stroke();
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ctx.strokeStyle = "rgba(255,0,0,0.2)"
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ctx.lineWidth = 18
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ctx.stroke();
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ctx.strokeStyle = "#f00";
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ctx.lineWidth = 4
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ctx.stroke();
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//draw little dots along the laser path
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const sub = Vector.sub(path[1], path[0])
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const mag = Vector.magnitude(sub)
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for (let i = 0, len = Math.floor(mag * 0.03 * energy / 0.2); i < len; i++) {
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const dist = Math.random()
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game.drawList.push({
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x: path[0].x + sub.x * dist + 13 * (Math.random() - 0.5),
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y: path[0].y + sub.y * dist + 13 * (Math.random() - 0.5),
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radius: 1 + 4 * Math.random(),
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color: "rgba(255,0,0,0.5)",
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time: Math.floor(2 + 33 * Math.random() * Math.random())
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});
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}
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} else { //normal fire mode
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const FIELD_DRAIN = 0.002 //laser drains energy as well as bullets
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const damage = 0.045
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if (mech.fieldMeter < FIELD_DRAIN) {
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mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
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} else {
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mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
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let best;
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const color = "#f00";
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const range = 3000;
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const path = [{
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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},
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{
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x: mech.pos.x + range * Math.cos(mech.angle),
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y: mech.pos.y + range * Math.sin(mech.angle)
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}
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];
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const vertexCollision = function (v1, v1End, domain) {
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for (let i = 0; i < domain.length; ++i) {
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let vertices = domain[i].vertices;
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const len = vertices.length - 1;
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for (let j = 0; j < len; j++) {
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results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[j],
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v2: vertices[j + 1]
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};
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}
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}
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}
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results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[0],
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v2: vertices[len]
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};
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}
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}
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}
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};
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const checkForCollisions = function () {
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best = {
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x: null,
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y: null,
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dist2: Infinity,
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who: null,
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v1: null,
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v2: null
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};
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vertexCollision(path[path.length - 2], path[path.length - 1], mob);
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vertexCollision(path[path.length - 2], path[path.length - 1], map);
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vertexCollision(path[path.length - 2], path[path.length - 1], body);
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};
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const laserHitMob = function (dmg) {
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if (best.who.alive) {
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dmg *= b.dmgScale * damage;
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best.who.damage(dmg);
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best.who.locatePlayer();
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//draw mob damage circle
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ctx.fillStyle = color;
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ctx.beginPath();
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ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
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ctx.fill();
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}
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};
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const reflection = function () {
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// https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
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const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
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const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
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const nn = Vector.mult(n, 2 * Vector.dot(d, n));
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const r = Vector.normalise(Vector.sub(d, nn));
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path[path.length] = Vector.add(Vector.mult(r, range), path[path.length - 1]);
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};
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//beam before reflection
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checkForCollisions();
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if (best.dist2 != Infinity) {
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//if hitting something
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@@ -1798,22 +1892,24 @@ const b = {
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x: best.x,
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y: best.y
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};
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laserHitMob(0.8);
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laserHitMob(1);
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//2nd reflection beam
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//1st reflection beam
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reflection();
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//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
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if (who !== best.who) {
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reflection();
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checkForCollisions();
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if (best.dist2 != Infinity) {
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//if hitting something
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path[path.length - 1] = {
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x: best.x,
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y: best.y
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};
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laserHitMob(0.63);
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let who = best.who;
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checkForCollisions();
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if (best.dist2 != Infinity) {
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//if hitting something
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path[path.length - 1] = {
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x: best.x,
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y: best.y
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};
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laserHitMob(0.8);
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//2nd reflection beam
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//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
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if (who !== best.who) {
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reflection();
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checkForCollisions();
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if (best.dist2 != Infinity) {
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@@ -1822,147 +1918,330 @@ const b = {
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x: best.x,
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y: best.y
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};
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laserHitMob(0.5);
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laserHitMob(0.63);
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reflection();
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checkForCollisions();
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if (best.dist2 != Infinity) {
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//if hitting something
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path[path.length - 1] = {
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x: best.x,
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y: best.y
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};
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laserHitMob(0.5);
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}
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}
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}
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}
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}
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}
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ctx.fillStyle = color;
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ctx.strokeStyle = color;
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ctx.lineWidth = 2;
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ctx.lineDashOffset = 300 * Math.random()
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// ctx.setLineDash([200 * Math.random(), 250 * Math.random()]);
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ctx.fillStyle = color;
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ctx.strokeStyle = color;
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ctx.lineWidth = 2;
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ctx.lineDashOffset = 300 * Math.random()
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// ctx.setLineDash([200 * Math.random(), 250 * Math.random()]);
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ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
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for (let i = 1, len = path.length; i < len; ++i) {
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ctx.beginPath();
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ctx.moveTo(path[i - 1].x, path[i - 1].y);
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ctx.lineTo(path[i].x, path[i].y);
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ctx.stroke();
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ctx.globalAlpha *= 0.65; //reflections are less intense
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// ctx.globalAlpha -= 0.1; //reflections are less intense
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ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
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for (let i = 1, len = path.length; i < len; ++i) {
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ctx.beginPath();
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ctx.moveTo(path[i - 1].x, path[i - 1].y);
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ctx.lineTo(path[i].x, path[i].y);
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ctx.stroke();
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ctx.globalAlpha *= 0.65; //reflections are less intense
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// ctx.globalAlpha -= 0.1; //reflections are less intense
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}
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ctx.setLineDash([0, 0]);
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ctx.globalAlpha = 1;
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}
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ctx.setLineDash([0, 0]);
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ctx.globalAlpha = 1;
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}
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}
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},
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{
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name: "pulse", //15
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description: "power a <strong>laser</strong> that initiates a fusion <strong class='color-e'>explosion</strong><br>each pulse drains 25% of your current <strong class='color-f'>energy</strong>",
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ammo: 0,
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ammoPack: Infinity,
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have: false,
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isStarterGun: true,
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fire() {
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//calculate laser collision
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let best;
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let range = 3000
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const path = [{
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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},
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{
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x: mech.pos.x + range * Math.cos(mech.angle),
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y: mech.pos.y + range * Math.sin(mech.angle)
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}
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];
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const vertexCollision = function (v1, v1End, domain) {
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for (let i = 0; i < domain.length; ++i) {
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let vertices = domain[i].vertices;
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const len = vertices.length - 1;
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for (let j = 0; j < len; j++) {
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results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[j],
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v2: vertices[j + 1]
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};
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}
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}
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}
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results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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if (results.onLine1 && results.onLine2) {
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const dx = v1.x - results.x;
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const dy = v1.y - results.y;
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const dist2 = dx * dx + dy * dy;
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if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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best = {
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x: results.x,
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y: results.y,
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dist2: dist2,
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who: domain[i],
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v1: vertices[0],
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v2: vertices[len]
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};
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}
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}
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}
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};
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// {
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// name: "laser", //14
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// description: "emit a beam of collimated coherent <strong>light</strong><br>drains <strong class='color-f'>energy</strong> instead of ammunition",
|
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// ammo: 0,
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// ammoPack: Infinity,
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// have: false,
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// isStarterGun: true,
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// fire() {
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// const FIELD_DRAIN = 0.002 //laser drains energy as well as bullets
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// const damage = 0.05
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// if (mech.fieldMeter < FIELD_DRAIN) {
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// mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
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// } else {
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// mech.fieldMeter -= mech.fieldRegen + FIELD_DRAIN
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// let best;
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// const color = "#f00";
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// const range = 3000;
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// const path = [{
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// x: mech.pos.x + 20 * Math.cos(mech.angle),
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// y: mech.pos.y + 20 * Math.sin(mech.angle)
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// },
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// {
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// x: mech.pos.x + range * Math.cos(mech.angle),
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// y: mech.pos.y + range * Math.sin(mech.angle)
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// }
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// ];
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// const vertexCollision = function (v1, v1End, domain) {
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// for (let i = 0; i < domain.length; ++i) {
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// let vertices = domain[i].vertices;
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// const len = vertices.length - 1;
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// for (let j = 0; j < len; j++) {
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// results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
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// if (results.onLine1 && results.onLine2) {
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// const dx = v1.x - results.x;
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// const dy = v1.y - results.y;
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// const dist2 = dx * dx + dy * dy;
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// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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// best = {
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// x: results.x,
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// y: results.y,
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// dist2: dist2,
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// who: domain[i],
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// v1: vertices[j],
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// v2: vertices[j + 1]
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// };
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// }
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// }
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// }
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// results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
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// if (results.onLine1 && results.onLine2) {
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// const dx = v1.x - results.x;
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// const dy = v1.y - results.y;
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// const dist2 = dx * dx + dy * dy;
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// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
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// best = {
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// x: results.x,
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// y: results.y,
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// dist2: dist2,
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// who: domain[i],
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// v1: vertices[0],
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// v2: vertices[len]
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// };
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// }
|
||||
// }
|
||||
// }
|
||||
// };
|
||||
// const checkForCollisions = function () {
|
||||
// best = {
|
||||
// x: null,
|
||||
// y: null,
|
||||
// dist2: Infinity,
|
||||
// who: null,
|
||||
// v1: null,
|
||||
// v2: null
|
||||
// };
|
||||
// vertexCollision(path[path.length - 2], path[path.length - 1], mob);
|
||||
// vertexCollision(path[path.length - 2], path[path.length - 1], map);
|
||||
// vertexCollision(path[path.length - 2], path[path.length - 1], body);
|
||||
// };
|
||||
// const laserHitMob = function (dmg) {
|
||||
// if (best.who.alive) {
|
||||
// dmg *= b.dmgScale * damage;
|
||||
// best.who.damage(dmg);
|
||||
// best.who.locatePlayer();
|
||||
// //draw mob damage circle
|
||||
// ctx.fillStyle = color;
|
||||
// ctx.beginPath();
|
||||
// ctx.arc(path[path.length - 1].x, path[path.length - 1].y, Math.sqrt(dmg) * 100, 0, 2 * Math.PI);
|
||||
// ctx.fill();
|
||||
// }
|
||||
// };
|
||||
|
||||
//check for collisions
|
||||
best = {
|
||||
x: null,
|
||||
y: null,
|
||||
dist2: Infinity,
|
||||
who: null,
|
||||
v1: null,
|
||||
v2: null
|
||||
};
|
||||
vertexCollision(path[0], path[1], mob);
|
||||
vertexCollision(path[0], path[1], map);
|
||||
vertexCollision(path[0], path[1], body);
|
||||
if (best.dist2 != Infinity) { //if hitting something
|
||||
path[path.length - 1] = {
|
||||
x: best.x,
|
||||
y: best.y
|
||||
};
|
||||
}
|
||||
// const reflection = function () {
|
||||
// // https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
|
||||
// const n = Vector.perp(Vector.normalise(Vector.sub(best.v1, best.v2)));
|
||||
// const d = Vector.sub(path[path.length - 1], path[path.length - 2]);
|
||||
// const nn = Vector.mult(n, 2 * Vector.dot(d, n));
|
||||
// const r = Vector.normalise(Vector.sub(d, nn));
|
||||
// path[path.length] = Vector.add(Vector.mult(r, range), path[path.length - 1]);
|
||||
// };
|
||||
// //beam before reflection
|
||||
// checkForCollisions();
|
||||
// if (best.dist2 != Infinity) {
|
||||
// //if hitting something
|
||||
// path[path.length - 1] = {
|
||||
// x: best.x,
|
||||
// y: best.y
|
||||
// };
|
||||
// laserHitMob(1);
|
||||
|
||||
//use energy to explode
|
||||
const energy = mech.fieldMeter * 0.25
|
||||
mech.fieldMeter -= energy
|
||||
if (best.who) b.explosion(path[1], 1300 * energy)
|
||||
mech.fireCDcycle = mech.cycle + Math.floor(60 * b.modFireRate); // cool down
|
||||
// //1st reflection beam
|
||||
// reflection();
|
||||
// //ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
|
||||
// let who = best.who;
|
||||
// checkForCollisions();
|
||||
// if (best.dist2 != Infinity) {
|
||||
// //if hitting something
|
||||
// path[path.length - 1] = {
|
||||
// x: best.x,
|
||||
// y: best.y
|
||||
// };
|
||||
// laserHitMob(0.8);
|
||||
|
||||
//draw laser beam
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(path[0].x, path[0].y);
|
||||
ctx.lineTo(path[1].x, path[1].y);
|
||||
ctx.strokeStyle = "rgba(255,0,0,0.13)"
|
||||
ctx.lineWidth = 60 * energy / 0.2
|
||||
ctx.stroke();
|
||||
ctx.strokeStyle = "rgba(255,0,0,0.2)"
|
||||
ctx.lineWidth = 18
|
||||
ctx.stroke();
|
||||
ctx.strokeStyle = "#f00";
|
||||
ctx.lineWidth = 4
|
||||
ctx.stroke();
|
||||
// //2nd reflection beam
|
||||
// //ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
|
||||
// if (who !== best.who) {
|
||||
// reflection();
|
||||
// checkForCollisions();
|
||||
// if (best.dist2 != Infinity) {
|
||||
// //if hitting something
|
||||
// path[path.length - 1] = {
|
||||
// x: best.x,
|
||||
// y: best.y
|
||||
// };
|
||||
// laserHitMob(0.63);
|
||||
|
||||
//draw little dots along the laser path
|
||||
const sub = Vector.sub(path[1], path[0])
|
||||
const mag = Vector.magnitude(sub)
|
||||
for (let i = 0, len = Math.floor(mag * 0.03 * energy / 0.2); i < len; i++) {
|
||||
const dist = Math.random()
|
||||
game.drawList.push({
|
||||
x: path[0].x + sub.x * dist + 13 * (Math.random() - 0.5),
|
||||
y: path[0].y + sub.y * dist + 13 * (Math.random() - 0.5),
|
||||
radius: 1 + 4 * Math.random(),
|
||||
color: "rgba(255,0,0,0.5)",
|
||||
time: Math.floor(2 + 33 * Math.random() * Math.random())
|
||||
});
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
// reflection();
|
||||
// checkForCollisions();
|
||||
// if (best.dist2 != Infinity) {
|
||||
// //if hitting something
|
||||
// path[path.length - 1] = {
|
||||
// x: best.x,
|
||||
// y: best.y
|
||||
// };
|
||||
// laserHitMob(0.5);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// ctx.fillStyle = color;
|
||||
// ctx.strokeStyle = color;
|
||||
// ctx.lineWidth = 2;
|
||||
// ctx.lineDashOffset = 300 * Math.random()
|
||||
// // ctx.setLineDash([200 * Math.random(), 250 * Math.random()]);
|
||||
|
||||
// ctx.setLineDash([50 + 120 * Math.random(), 50 * Math.random()]);
|
||||
// for (let i = 1, len = path.length; i < len; ++i) {
|
||||
// ctx.beginPath();
|
||||
// ctx.moveTo(path[i - 1].x, path[i - 1].y);
|
||||
// ctx.lineTo(path[i].x, path[i].y);
|
||||
// ctx.stroke();
|
||||
// ctx.globalAlpha *= 0.65; //reflections are less intense
|
||||
// // ctx.globalAlpha -= 0.1; //reflections are less intense
|
||||
// }
|
||||
// ctx.setLineDash([0, 0]);
|
||||
// ctx.globalAlpha = 1;
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
// {
|
||||
// name: "pulse", //15
|
||||
// description: "power a <strong>laser</strong> that initiates a fusion <strong class='color-e'>explosion</strong><br>each pulse drains 25% of your current <strong class='color-f'>energy</strong>",
|
||||
// ammo: 0,
|
||||
// ammoPack: Infinity,
|
||||
// have: false,
|
||||
// isStarterGun: true,
|
||||
// fire() {
|
||||
// //calculate laser collision
|
||||
// let best;
|
||||
// let range = 3000
|
||||
// const path = [{
|
||||
// x: mech.pos.x + 20 * Math.cos(mech.angle),
|
||||
// y: mech.pos.y + 20 * Math.sin(mech.angle)
|
||||
// },
|
||||
// {
|
||||
// x: mech.pos.x + range * Math.cos(mech.angle),
|
||||
// y: mech.pos.y + range * Math.sin(mech.angle)
|
||||
// }
|
||||
// ];
|
||||
// const vertexCollision = function (v1, v1End, domain) {
|
||||
// for (let i = 0; i < domain.length; ++i) {
|
||||
// let vertices = domain[i].vertices;
|
||||
// const len = vertices.length - 1;
|
||||
// for (let j = 0; j < len; j++) {
|
||||
// results = game.checkLineIntersection(v1, v1End, vertices[j], vertices[j + 1]);
|
||||
// if (results.onLine1 && results.onLine2) {
|
||||
// const dx = v1.x - results.x;
|
||||
// const dy = v1.y - results.y;
|
||||
// const dist2 = dx * dx + dy * dy;
|
||||
// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
|
||||
// best = {
|
||||
// x: results.x,
|
||||
// y: results.y,
|
||||
// dist2: dist2,
|
||||
// who: domain[i],
|
||||
// v1: vertices[j],
|
||||
// v2: vertices[j + 1]
|
||||
// };
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// results = game.checkLineIntersection(v1, v1End, vertices[0], vertices[len]);
|
||||
// if (results.onLine1 && results.onLine2) {
|
||||
// const dx = v1.x - results.x;
|
||||
// const dy = v1.y - results.y;
|
||||
// const dist2 = dx * dx + dy * dy;
|
||||
// if (dist2 < best.dist2 && (!domain[i].mob || domain[i].alive)) {
|
||||
// best = {
|
||||
// x: results.x,
|
||||
// y: results.y,
|
||||
// dist2: dist2,
|
||||
// who: domain[i],
|
||||
// v1: vertices[0],
|
||||
// v2: vertices[len]
|
||||
// };
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// };
|
||||
|
||||
// //check for collisions
|
||||
// best = {
|
||||
// x: null,
|
||||
// y: null,
|
||||
// dist2: Infinity,
|
||||
// who: null,
|
||||
// v1: null,
|
||||
// v2: null
|
||||
// };
|
||||
// vertexCollision(path[0], path[1], mob);
|
||||
// vertexCollision(path[0], path[1], map);
|
||||
// vertexCollision(path[0], path[1], body);
|
||||
// if (best.dist2 != Infinity) { //if hitting something
|
||||
// path[path.length - 1] = {
|
||||
// x: best.x,
|
||||
// y: best.y
|
||||
// };
|
||||
// }
|
||||
|
||||
// //use energy to explode
|
||||
// const energy = mech.fieldMeter * 0.25
|
||||
// mech.fieldMeter -= energy
|
||||
// if (best.who) b.explosion(path[1], 1300 * energy)
|
||||
// mech.fireCDcycle = mech.cycle + Math.floor(60 * b.modFireRate); // cool down
|
||||
|
||||
// //draw laser beam
|
||||
// ctx.beginPath();
|
||||
// ctx.moveTo(path[0].x, path[0].y);
|
||||
// ctx.lineTo(path[1].x, path[1].y);
|
||||
// ctx.strokeStyle = "rgba(255,0,0,0.13)"
|
||||
// ctx.lineWidth = 60 * energy / 0.2
|
||||
// ctx.stroke();
|
||||
// ctx.strokeStyle = "rgba(255,0,0,0.2)"
|
||||
// ctx.lineWidth = 18
|
||||
// ctx.stroke();
|
||||
// ctx.strokeStyle = "#f00";
|
||||
// ctx.lineWidth = 4
|
||||
// ctx.stroke();
|
||||
|
||||
// //draw little dots along the laser path
|
||||
// const sub = Vector.sub(path[1], path[0])
|
||||
// const mag = Vector.magnitude(sub)
|
||||
// for (let i = 0, len = Math.floor(mag * 0.03 * energy / 0.2); i < len; i++) {
|
||||
// const dist = Math.random()
|
||||
// game.drawList.push({
|
||||
// x: path[0].x + sub.x * dist + 13 * (Math.random() - 0.5),
|
||||
// y: path[0].y + sub.y * dist + 13 * (Math.random() - 0.5),
|
||||
// radius: 1 + 4 * Math.random(),
|
||||
// color: "rgba(255,0,0,0.5)",
|
||||
// time: Math.floor(2 + 33 * Math.random() * Math.random())
|
||||
// });
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
{
|
||||
name: "foam", //16
|
||||
description: "spray bubbly foam that <strong>sticks</strong> to enemies<br>does <strong class='color-d'>damage</strong> over time and <strong>slows</strong> movement",
|
||||
|
||||
16
js/game.js
16
js/game.js
@@ -64,12 +64,8 @@ const game = {
|
||||
x: 0,
|
||||
y: 0
|
||||
},
|
||||
levelsCleared: 0,
|
||||
|
||||
g: 0.001,
|
||||
dmgScale: null, //set in levels.setDifficulty
|
||||
accelScale: null, //set in levels.setDifficulty
|
||||
CDScale: null, //set in levels.setDifficulty
|
||||
lookFreqScale: null, //set in levels.setDifficulty
|
||||
onTitlePage: true,
|
||||
paused: false,
|
||||
testing: false, //testing mode: shows wireframe and some variables
|
||||
@@ -82,8 +78,14 @@ const game = {
|
||||
delta: 1000 / 60, //speed of game engine //looks like it has to be 16 to match player input
|
||||
buttonCD: 0,
|
||||
isBodyDamage: true,
|
||||
levelsCleared: 0,
|
||||
difficultyMode: null,
|
||||
difficulty: 0,
|
||||
difficulty: 1,
|
||||
dmgScale: null, //set in levels.setDifficulty
|
||||
healScale: 1,
|
||||
accelScale: null, //set in levels.setDifficulty
|
||||
CDScale: null, //set in levels.setDifficulty
|
||||
lookFreqScale: null, //set in levels.setDifficulty
|
||||
isDraftMode: false,
|
||||
// dropFPS(cap = 40, time = 15) {
|
||||
// game.fpsCap = cap
|
||||
@@ -462,7 +464,7 @@ const game = {
|
||||
game.makeGunHUD();
|
||||
mech.drop();
|
||||
mech.holdingTarget = null
|
||||
mech.addHealth(1);
|
||||
mech.addHealth(Infinity);
|
||||
mech.alive = true;
|
||||
level.onLevel = 0;
|
||||
level.levelsCleared = 0;
|
||||
|
||||
18
js/index.js
18
js/index.js
@@ -2,15 +2,23 @@
|
||||
/* TODO: *******************************************
|
||||
*****************************************************
|
||||
|
||||
new game loop structure: game loop is an object with named methods
|
||||
when looping each method is called in order like an array
|
||||
allows me to dynamically add and remove functions to the game
|
||||
make draft mode default and add in negative mods
|
||||
|
||||
field: catch mobs in your field and make them into guardian bullets
|
||||
|
||||
negative mod effect ideas
|
||||
-max health
|
||||
-fire rate
|
||||
-slow life decay
|
||||
|
||||
mod: if you fire when out of ammo you gain 1 ammo pack at the cost of
|
||||
10% max health
|
||||
20% of your current health
|
||||
|
||||
mod: increase range of shield block
|
||||
Boss mob: triangle that fires three lasers
|
||||
|
||||
mob: has 2 or 3 shields that can regenerate over time
|
||||
could be just a boss
|
||||
|
||||
gun: Spirit Bomb (singularity)
|
||||
use charge up like rail gun
|
||||
@@ -143,7 +151,7 @@ const build = {
|
||||
level.isBuildRun = true;
|
||||
for (let i = 0; i < build.list.length; i++) {
|
||||
if (build.list[i].type === "field") {
|
||||
mech.fieldUpgrades[build.list[i].index].effect();
|
||||
mech.setField(build.list[i].index)
|
||||
} else if (build.list[i].type === "gun") {
|
||||
b.giveGuns(build.list[i].index)
|
||||
} else if (build.list[i].type === "mod") {
|
||||
|
||||
@@ -42,22 +42,26 @@ const level = {
|
||||
// if (level.isBuildRun) num++
|
||||
for (let i = 0; i < num; i++) {
|
||||
game.difficulty++
|
||||
game.dmgScale += 0.15; //damage done by mobs increases each level
|
||||
game.dmgScale += 0.1; //damage done by mobs increases each level
|
||||
b.dmgScale *= 0.94; //damage done by player decreases each level
|
||||
game.accelScale *= 1.03 //mob acceleration increases each level
|
||||
game.lookFreqScale *= 0.97 //mob cycles between looks decreases each level
|
||||
game.CDScale *= 0.97 //mob CD time decreases each level
|
||||
}
|
||||
game.healScale = 1 / (1 + game.difficulty * 0.05)
|
||||
},
|
||||
difficultyDecrease(num = 1) { //used in easy mode for game.reset()
|
||||
for (let i = 0; i < num; i++) {
|
||||
game.dmgScale -= 0.15; //damage done by mobs increases each level
|
||||
game.difficulty--
|
||||
game.dmgScale -= 0.1; //damage done by mobs increases each level
|
||||
if (game.dmgScale < 0.1) game.dmgScale = 0.1;
|
||||
b.dmgScale /= 0.94; //damage done by player decreases each level
|
||||
game.accelScale /= 1.03 //mob acceleration increases each level
|
||||
game.lookFreqScale /= 0.97 //mob cycles between looks decreases each level
|
||||
game.CDScale /= 0.97 //mob CD time decreases each level
|
||||
}
|
||||
if (game.difficulty < 1) game.difficulty = 1;
|
||||
game.healScale = 1 / (1 + game.difficulty * 0.05)
|
||||
},
|
||||
//******************************************************************************************************************
|
||||
//******************************************************************************************************************
|
||||
|
||||
@@ -433,7 +433,7 @@ const mech = {
|
||||
}
|
||||
},
|
||||
addHealth(heal) {
|
||||
mech.health += heal;
|
||||
mech.health += heal * game.healScale;
|
||||
if (mech.health > mech.maxHealth) mech.health = mech.maxHealth;
|
||||
mech.displayHealth();
|
||||
},
|
||||
|
||||
@@ -40,7 +40,6 @@ const powerUps = {
|
||||
},
|
||||
effect() {
|
||||
let heal = ((this.size / 40) ** 2)
|
||||
heal /= (0.95 + game.difficulty * 0.01)
|
||||
heal = Math.min(mech.maxHealth - mech.health, heal)
|
||||
if (b.isModRecursiveHealing) heal *= 2
|
||||
mech.addHealth(heal);
|
||||
@@ -290,10 +289,10 @@ const powerUps = {
|
||||
if (mech.fieldMode === 0) {
|
||||
powerUps.spawn(x, y, "field")
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field")
|
||||
} else if (Math.random() < 0.5) {
|
||||
} else if (Math.random() < 0.55) {
|
||||
powerUps.spawn(x, y, "mod")
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod")
|
||||
} else if (Math.random() < 0.3) {
|
||||
} else if (Math.random() < 0.2) {
|
||||
powerUps.spawn(x, y, "gun")
|
||||
if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun")
|
||||
} else if (Math.random() < 0.1) {
|
||||
|
||||
Reference in New Issue
Block a user